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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2017-10-27 00:00:00Z and 2017-10-28 00:00:00Z
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@Henningstone Interesting, want to make a PR ifdefing away all the additional mem_alloc stuff? Then we could try running it on DDNet servers and see the performance impact
12:41
yo, sometimes i dont know if i should put this stuff into forum or in discord. i mean on discord i can reach the right group of people instantly, but it might vanish when other continue to write over it
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just repeat
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GER under attack?
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GER LAGGING AFFFF
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<nemo2> hm. maybe I should be asking here
16:55
<nemo2> http://issues.hedgewars.org/show_bug.cgi?id=512 have y'all run into this?
16:55
<nemo2> https://hg.hedgewars.org/hedgewars/file/a6f51ac9a3f2/hedgewars/uCursor.pas#l34 get crazy vals from SDL call if someone messes w/ xinput
16:55
<nemo2> was thinking it was some SDL2 oddity
16:56
<heinrich5991> deen: ^
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<nemo2> SDL2 is probably the main reason it's been two years since last hedgewars release
17:08
<nemo2> dealing w/ bugs in it stalled an already slow dev team even more
17:08
<nemo2> ah well
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<heinrich5991> I don't know about sdl2. maybe deen does, but he's not always fast to respond
17:20
<nemo2> he helped us w/ our last SDL2 bug
17:21
<nemo2> (some bit of code they'd stripped out from 1.2 then had to put back in)
17:21
<nemo2> we still have a bug when apply textures to images wider than... 16k I think, but solved that by using our own texture copier which in general was less WTF anyway
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<Wuzzy> hi. i want to help on the German translation. how do I start?
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What do you want to translate?
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<Wuzzy> the client
22:08
<Wuzzy> and maybe server messages (if this is even possible)
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<Wuzzy> okay. where do i post the file when I'm done? :)
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on github
22:08
via pull request
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<Wuzzy> works for me
22:09
button
22:09
it should made pr request, after editing
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<Wuzzy> DDNet isn't on Transfex like Teeworlds, right
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i don't think so
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<Wuzzy> ok, no big deal
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also, i don't think so that ddnet support custom serverside messages
22:10
i mean, custom languages
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<Wuzzy> anything else i need to know?
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but maybe i am wrong 😄 @Learath2 ?
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<Wuzzy> i mean, any weeeeird oddities?
22:10
<Learath2> we don't have server messages translated yep
22:11
<Learath2> Wuzzy: if there is some text in the client that refuses to be translated, hit me up i'll check
22:11
<Wuzzy> good to know, thx
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<Wuzzy> "Clan plates size" ... what's this?
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I don't know, how open is this: https://github.com/ddnet/ddnet/pull/612
Code reviews are very much appreciated! How it works When a client is started for the first time the following steps are happening. The player is asked for his language. A short explanation of DD...
22:14
but maybe it's worth seeing]
22:14
Clan plates size
22:14
clan text under the nickname
22:14
you cna enable it in settings
22:14
and change it font-size (edited)
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<Wuzzy> some untranslatable strings I found:
22:37
<Wuzzy> Friend message
22:37
<Wuzzy> '<Player>' entered and joined the spectators
22:37
<Wuzzy> Date
22:37
<Wuzzy> also, most labels in the Controls menu appear to be untranslatalbe
22:37
<Wuzzy> note the spectator message appears in the settings
22:37
<Wuzzy> "Date" is in demos tab
22:38
<Wuzzy> Learath2: ^
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what strings exactly
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<Wuzzy> i just posted them
22:44
<Wuzzy> exactly
22:44
<Wuzzy> so you should be able to grep them, I guess
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"Friend message'?
22:44
" '<Player>' entered and joined the spectators" ?
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<Wuzzy> yes
22:44
<Wuzzy> yes
22:45
<Wuzzy> this can be found in settings
22:45
<Wuzzy> as an example
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Yes, but some string shouldn't be translated like " '<Player>' entered and joined the spectators"
22:45
because it's the message,w hich server send to you
22:46
So everyone has the same
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<Wuzzy> no no no you misunderstand
22:46
<Wuzzy> this string actually appears in the client
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yes, but it looks the same when you join server
22:47
so it would be bad to translate it, no?
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<Wuzzy> ...
22:47
<Wuzzy> Settings → HUD
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I understand
22:47
it's there
22:48
but i don't see sense, to translate it
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<Wuzzy> these examples are all translated for some reason
22:48
<Wuzzy> except the spectator thing
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But oother messages aren't hardcoded 😄
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<Wuzzy> hmm the fact that server messages can not be translated seems like a design flaw to me but anyway...
22:49
<Wuzzy> many games are unable to do that, not that it's an excuse :D
22:50
i think you can add new translation like
22:50
Friend message == Translation
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<Wuzzy> no, doesnt work
22:50
<Wuzzy> i run the copyfix thingie
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right, Friend message couldn't be translate
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<Wuzzy> oh, and i noticd the Reset button in many menus is too short. if translation is only ca. 3 chars longer, it overlaps the button
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@Learath2 if I add "Localize("Friend message")" Then it should be translatable ?
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<Learath2> 1690 and 1693 so the length is properly calculated
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Allows speedups to be drawn on extended range(out of map range) too.
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you need to get both the lines where i used "Friend message" @Savander
23:03
Wuzzy, what is not translatable?
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<Wuzzy> the following:
23:04
<Wuzzy> Friend message
23:04
<Wuzzy> Dat
23:04
<Wuzzy> oops, wrong string
23:05
<Wuzzy> Date
23:05
<Wuzzy> "Date" is in demos tab
23:05
<Wuzzy> and "Friend message" is somewhere in HUD settings
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that's it ?
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Here's my update for the German translation of the client. I've already run the copy_fix update string. Have fun! :-)
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<Wuzzy> Savander: I don't know. that's just what I found so far
23:20
<Wuzzy> these 2 strings are the strings I found through a quick skimming through the whole program.
23:20
<Wuzzy> oh, wait. most controls are untranslatable atm
23:21
<Wuzzy> and most of the editor, but you prob. know that
23:21
<Wuzzy> it's a shame that buttons seem to have a fixed length ... anyway. German translation is up. see above :-)
23:26
Toggle dyncame etc, shouldn't be added tehre?
23:26
there?
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<Wuzzy> by the way: the amount of players I see online is surprisingly high. how did you manage to attact so many players? :)
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DDNet offers servers around the world
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<Wuzzy> that alone doesn't mean much. a game can have millions of servers but still nobody plays
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And few years ago it was best alternative to ddmax, then ddnet went huge and well developed
23:28
All the time new maps for ddrace, updates
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<Wuzzy> ah. high dev activity is always a plus
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DDnet has 4 or 5 years
23:29
I think people got used to it
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<Wuzzy> i know many FOSS games which really struggle to attact more than a serverfull of players at a time
23:30
<Wuzzy> one sad example is Xonotic
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FOSS games?
23:30
ah, open source
23:31
I don't know why people Like teeworlds, i can't say 😛
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<Wuzzy> probably because of its simplicity. :D
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I stay with Teeworlds for 9/10 years
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<Wuzzy> i even played it in a LAN party once. it was great
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yea, teeworlds it's simple, but hard to skill
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<Wuzzy> ah, LAN parties. those were the times
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you can't be like really good in few weeks
23:31
it's impossible
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<Wuzzy> the grenade launcher is tricky
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maybe that's why people stick to that game
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<Wuzzy> and i suck at the ninja mode :D i often get killed too fast
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ninja mode? 😛
23:32
ah, katana
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<Wuzzy> i'm not very faminlar with the Officially Sancioned Teeworlds Terminology(TM), sorry
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Tbh, most useless weapon in game :PPP
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<Wuzzy> but its fun as hell
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at least on clan level
23:34
yea, but it's just katana
23:34
i mean, it looks like a ninja sword
23:34
xD
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<Wuzzy> Savander: about line 714. this looks suspiciously like a common localization trick, due to the way how string collection scripts work
23:36
<Wuzzy> even if i know nothing about the code, I'm pretty certain this is where you'd add controls strings
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Im not familiar with C/C++, but if i understand, it's used by external progrma
23:37
but by C/C++ code itselfs ( because it's comment")
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<Wuzzy> well, in gettext the trick is to put gettext_noop("Your string") somewhere
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But i think, that structure, has list of localize options
23:38
so probably we cna translate strings
23:38
Without changing anything :PPP
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<Wuzzy> gettext_noop just returns "Your string", but the scripts will search the source files for everything enclosed in "gettext_noop"
23:39
<Wuzzy> its a little clever hack, actually
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anyway
23:39
we can translate whole settings tab
23:39
yea
23:40
I mean, Control
23:40
Good night
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<Wuzzy> yeah, in data/languages/scripts/twlang.py, you can see that it just looks for "Localize" things. pretty simple
23:40
<Wuzzy> good night :)
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Please don't translate map into "Karte" 😄
23:43
and "Indicate map finish" means that it shows whether you finished a map or not, not to show the finish on a map
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<Wuzzy> well... translation can only be as good as the source string :(
23:44
<Wuzzy> if the source string is broken, you cant blame translator
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and "Unfinished map" means wehter you finished a run on the map, not that the map itself is unfinished
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<Wuzzy> btw map was translted to "Karte" before
23:44
<Wuzzy> jao, feel free to fix :P
23:44
<Wuzzy> but "Karte" is a common translation in other games, i don't see a problem
23:45
<Wuzzy> Stop Denglisch!
23:45
"Freundnachricht" sounds wrong too
23:46
most of it looks good tho 😛
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<Wuzzy> "Unfinished map" seems to be wrong source string then
23:48
<Wuzzy> but given the very tight space, it's hard to think of a better string :(
23:48
<Wuzzy> "Map in which no player managed to reach the finish line" is too long ;)
23:49
<Wuzzy> maybe "Nobody reached finish line"
23:49
<Wuzzy> ?
23:49
<Wuzzy> or "Nobody finished"
23:50
<Wuzzy> jao, I still don't get "Indicate map finish"... what exactly happens if this is on?
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It indicates if you finished a map or not
23:52
g2g now 😃
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